###TRIGGER LIST ################################# # RELATIONSHIP SETTING TRIGGERS # ################################# ### FRIEND ### can_set_relation_potential_friend_trigger = { NOT = { has_relation_potential_friend = $CHARACTER$ } can_set_relation_friend_trigger = { CHARACTER = $CHARACTER$ } } can_set_relation_friend_trigger = { NOR = { this = $CHARACTER$ has_relation_friend = $CHARACTER$ has_relation_best_friend = $CHARACTER$ has_relation_rival = $CHARACTER$ has_relation_nemesis = $CHARACTER$ } } can_set_relation_best_friend_trigger = { NOR = { this = $CHARACTER$ has_relation_best_friend = $CHARACTER$ has_relation_rival = $CHARACTER$ has_relation_nemesis = $CHARACTER$ } num_of_relation_best_friend = 0 $CHARACTER$ = { num_of_relation_best_friend = 0 } } ### LOVER ### can_set_relation_potential_lover_trigger = { NOT = { has_relation_potential_lover = $CHARACTER$ } can_set_relation_lover_trigger = { CHARACTER = $CHARACTER$ } } can_set_relation_lover_trigger = { is_adult = yes NOR = { this = $CHARACTER$ has_relation_lover = $CHARACTER$ } is_attracted_to_gender_of = $CHARACTER$ $CHARACTER$ = { is_adult = yes is_attracted_to_gender_of = prev } } can_set_relation_soulmate_trigger = { is_adult = yes #Some asexuality handling trigger_if = { limit = { has_sexuality = asexual } trigger_if = { limit = { is_ai = yes } always = no } trigger_else = { $CHARACTER$ = { is_consort_of = prev } } } trigger_else = { is_attracted_to_gender_of = $CHARACTER$ } NOR = { this = $CHARACTER$ has_relation_rival = $CHARACTER$ has_relation_nemesis = $CHARACTER$ } $CHARACTER$ = { is_adult = yes is_attracted_to_gender_of = prev num_of_relation_soulmate = 0 } num_of_relation_soulmate = 0 } ### RIVAL ### can_set_relation_potential_rival_trigger = { can_set_relation_rival_if_adult_trigger = { CHARACTER = $CHARACTER$ } NOT = { has_relation_potential_rival = $CHARACTER$ } } can_set_relation_rival_if_adult_trigger = { NOR = { this = $CHARACTER$ has_relation_friend = $CHARACTER$ has_relation_best_friend = $CHARACTER$ has_relation_rival = $CHARACTER$ has_relation_nemesis = $CHARACTER$ } } can_set_relation_rival_trigger = { is_adult = yes $CHARACTER$ = { is_adult = yes } can_set_relation_rival_if_adult_trigger = { CHARACTER = $CHARACTER$ } } can_set_relation_nemesis_trigger = { is_adult = yes NOR = { this = $CHARACTER$ has_relation_friend = $CHARACTER$ has_relation_best_friend = $CHARACTER$ } num_of_relation_nemesis = 0 $CHARACTER$ = { is_adult = yes num_of_relation_nemesis = 0 } } can_set_relation_bully_trigger = { is_adult = no $CHARACTER$ = { is_adult = no } NOR = { this = $CHARACTER$ has_relation_friend = $CHARACTER$ has_relation_best_friend = $CHARACTER$ has_relation_bully = $CHARACTER$ has_relation_victim = $CHARACTER$ } } can_set_relation_victim_trigger = { is_adult = no $CHARACTER$ = { is_adult = no } NOR = { this = $CHARACTER$ has_relation_friend = $CHARACTER$ has_relation_best_friend = $CHARACTER$ has_relation_bully = $CHARACTER$ has_relation_victim = $CHARACTER$ } } can_set_relation_rival_even_if_teen_trigger = { OR = { is_adult = yes child_is_teen_trigger = yes } $CHARACTER$ = { OR = { is_adult = yes child_is_teen_trigger = yes } } can_set_relation_rival_if_adult_trigger = { CHARACTER = $CHARACTER$ } } can_set_relation_nemesis_even_if_teen_trigger = { OR = { is_adult = yes child_is_teen_trigger = yes } $CHARACTER$ = { OR = { is_adult = yes child_is_teen_trigger = yes } } NOR = { this = $CHARACTER$ has_relation_friend = $CHARACTER$ has_relation_best_friend = $CHARACTER$ } num_of_relation_nemesis = 0 $CHARACTER$ = { num_of_relation_nemesis = 0 } } ### GRUDGE can_set_relation_grudge_trigger = { can_set_relation_grudge_if_adult_trigger = { CHARACTER = $CHARACTER$ } NOT = { has_relation_grudge = $CHARACTER$ } } can_set_relation_grudge_if_adult_trigger = { NOT = { this = $CHARACTER$ } NOR = { has_relation_friend = $CHARACTER$ has_relation_best_friend = $CHARACTER$ has_relation_rival = $CHARACTER$ has_relation_nemesis = $CHARACTER$ } } ### BLOOD BROTHER can_set_relation_blood_brother_trigger = { NOT = { this = $CHARACTER$ } NOR = { has_relation_blood_brother = $CHARACTER$ has_relation_rival = $CHARACTER$ has_relation_nemesis = $CHARACTER$ } num_of_relation_blood_brother = 0 $CHARACTER$ = { num_of_relation_blood_brother = 0 } } has_blood_brother = { num_of_relation_blood_brother >= 1 } #################### # RELATION UPGRADE # #################### # These are not hard blockers for upgrading relations, but are used in relation_upgrade events ### FRIEND upgrade_ready_potential_friend_to_friend_trigger = { can_set_relation_friend_trigger = { CHARACTER = $CHARACTER$ } } ### BEST FRIEND upgrade_ready_friend_to_best_friend_trigger = { can_set_relation_best_friend_trigger = { CHARACTER = $CHARACTER$ } } ### LOVER upgrade_ready_potential_lover_to_lover_support_trigger = { OR = { is_ai = no #Players chose if they are ready trigger_if = { limit = { has_trait = chaste } opinion = { target = $CHARACTER$ value >= high_positive_opinion } } trigger_else_if = { limit = { OR = { has_trait = lustful has_trait = seducer $CHARACTER$.attraction >= medium_positive_attraction } } opinion = { target = $CHARACTER$ value >= 0 } } trigger_else = { opinion = { target = $CHARACTER$ value >= low_positive_opinion } } } } upgrade_ready_potential_lover_to_lover_trigger = { can_set_relation_lover_trigger = { CHARACTER = $CHARACTER$ } upgrade_ready_potential_lover_to_lover_support_trigger = { CHARACTER = $CHARACTER$ } save_temporary_scope_as = potential_lover_root $CHARACTER$ = { upgrade_ready_potential_lover_to_lover_support_trigger = { CHARACTER = scope:potential_lover_root } } } ### SOULMATE upgrade_ready_lover_to_soulmate_trigger = { can_set_relation_soulmate_trigger = { CHARACTER = $CHARACTER$ } } ### RIVAL upgrade_ready_potential_rival_to_rival_trigger = { can_set_relation_rival_trigger = { CHARACTER = $CHARACTER$ } } ### NEMESIS upgrade_ready_rival_to_nemesis_trigger = { can_set_relation_nemesis_trigger = { CHARACTER = $CHARACTER$ } } ######################## # AI RELATIONSHIP CAPS # ######################## # Soft caps, mostly for schemes is_below_ai_friend_soft_cap_trigger = { trigger_if = { limit = { is_ai = yes } trigger_if = { limit = { OR = { highest_held_title_tier >= tier_kingdom has_trait = gregarious } } num_of_relation_friend < 3 } trigger_else = { num_of_relation_friend < 1 } } trigger_else = { always = yes } } is_below_ai_lover_soft_cap_trigger = { trigger_if = { limit = { is_ai = yes } trigger_if = { limit = { has_trait = lustful has_trait = seducer has_focus = intrigue_temptation_focus } num_of_relation_lover < 3 } trigger_else = { num_of_relation_lover < 1 } } trigger_else = { always = yes } } ############################### # Character priority triggers # ############################### has_important_relationship_with_character_trigger = { OR = { has_relation_lover = $CHARACTER$ has_relation_rival = $CHARACTER$ has_relation_friend = $CHARACTER$ } } has_friendly_relationship_with_character_trigger = { OR = { has_relation_lover = $CHARACTER$ has_relation_friend = $CHARACTER$ } } has_any_mild_good_relationship_with_character_trigger = { OR = { has_relation_potential_lover = $CHARACTER$ has_relation_crush = $CHARACTER$ has_relation_potential_friend = $CHARACTER$ has_relation_guardian = $CHARACTER$ has_relation_ward = $CHARACTER$ has_relation_elder = $CHARACTER$ has_relation_disciple = $CHARACTER$ } } has_any_moderate_good_relationship_with_character_trigger = { OR = { has_relation_lover = $CHARACTER$ has_relation_friend = $CHARACTER$ } } has_any_only_moderate_good_relationship_with_character_trigger = { has_any_moderate_good_relationship_with_character_trigger = { CHARACTER = $CHARACTER$ } # Exclude the max-tier positive relationships if we're being this specific. NOT = { has_any_best_good_relationship_with_character_trigger = { CHARACTER = $CHARACTER$ } } } has_any_fertility_relationship_with_character_trigger = { OR = { has_relation_wedding_very_bad_fertility = $CHARACTER$ has_relation_wedding_bad_fertility = $CHARACTER$ has_relation_wedding_good_fertility = $CHARACTER$ has_relation_wedding_very_good_fertility = $CHARACTER$ } } has_any_fertility_relationship_with_root_trigger = { has_any_fertility_relationship_with_character_trigger = { CHARACTER = root } } has_any_best_good_relationship_with_character_trigger = { OR = { has_relation_best_friend = $CHARACTER$ has_relation_soulmate = $CHARACTER$ } } likes_character_trigger = { OR = { has_relation_lover = $CHARACTER$ has_relation_friend = $CHARACTER$ has_relation_crush = $CHARACTER$ has_relation_potential_friend = $CHARACTER$ has_relation_elder = $CHARACTER$ has_relation_disciple = $CHARACTER$ AND = { has_trait = loyal OR = { liege ?= $CHARACTER$ is_consort_of = $CHARACTER$ is_close_or_extended_family_of = $CHARACTER$ } } opinion = { target = $CHARACTER$ value >= 25 } } NOR = { has_relation_victim = $CHARACTER$ has_relation_bully = $CHARACTER$ has_relation_rival = $CHARACTER$ is_at_war_with = $CHARACTER$ is_imprisoned_by = $CHARACTER$ } } dislikes_character_trigger = { OR = { opinion = { target = $CHARACTER$ value <= 25 } has_relation_grudge = $CHARACTER$ has_relation_victim = $CHARACTER$ has_relation_bully = $CHARACTER$ has_relation_rival = $CHARACTER$ AND = { has_relation_potential_rival = $CHARACTER$ opinion = { target = $CHARACTER$ value <= 0 } } AND = { has_trait = disloyal OR = { liege ?= $CHARACTER$ is_consort_of = $CHARACTER$ is_close_or_extended_family_of = $CHARACTER$ } } } NOR = { has_relation_lover = $CHARACTER$ has_relation_friend = $CHARACTER$ has_relation_crush = $CHARACTER$ } } has_any_good_relationship_with_character_trigger = { OR = { has_any_mild_good_relationship_with_character_trigger = { CHARACTER = $CHARACTER$ } has_any_moderate_good_relationship_with_character_trigger = { CHARACTER = $CHARACTER$ } } } has_any_mild_bad_relationship_with_character_trigger = { OR = { has_relation_potential_rival = $CHARACTER$ has_relation_victim = $CHARACTER$ has_relation_bully = $CHARACTER$ } } has_any_moderate_bad_relationship_with_character_trigger = { has_relation_rival = $CHARACTER$ } has_any_only_moderate_bad_relationship_with_character_trigger = { has_relation_rival = $CHARACTER$ NOT = { has_any_worst_bad_relationship_with_character_trigger = { CHARACTER = $CHARACTER$ } } } has_any_worst_bad_relationship_with_character_trigger = { has_relation_nemesis = $CHARACTER$ } has_any_bad_relationship_with_character_trigger = { OR = { has_any_mild_bad_relationship_with_character_trigger = { CHARACTER = $CHARACTER$ } has_any_moderate_bad_relationship_with_character_trigger = { CHARACTER = $CHARACTER$ } } } has_important_relationship_with_root_trigger = { has_important_relationship_with_character_trigger = { CHARACTER = root } } has_friendly_relationship_with_root_trigger = { has_friendly_relationship_with_character_trigger = { CHARACTER = root } } has_any_good_relationship_with_root_trigger = { has_any_good_relationship_with_character_trigger = { CHARACTER = root } } has_any_bad_relationship_with_root_trigger = { has_any_bad_relationship_with_character_trigger = { CHARACTER = root } } lover_is_secret_trigger = { any_secret = { type = secret_lover secret_target = $CHARACTER$ } } ############################################### # Triggers that take an argument and NOT root ############################################## # List of all localizable relations (e.g, My vassal Alex, My courtier Lisa, My liege Frank, My cousin Teddy, etc.) has_any_relation_trigger = { NOT = { this = $CHARACTER$ } OR = { # They are our liege AND = { exists = $CHARACTER$.liege this = $CHARACTER$.liege } # We are their liege is_vassal_of = $CHARACTER$ is_courtier_of = $CHARACTER$ is_councillor_of = $CHARACTER$ # They are our heir/spouse/familyetc. is_heir_of = $CHARACTER$ is_consort_of = $CHARACTER$ is_close_or_extended_family_of = $CHARACTER$ #They are the head of our faith AND = { exists = $CHARACTER$.faith.religious_head this = $CHARACTER$.faith.religious_head } # Other relations has_relation_lover = $CHARACTER$ has_relation_rival = $CHARACTER$ has_relation_friend = $CHARACTER$ has_relation_guardian = $CHARACTER$ has_relation_ward = $CHARACTER$ has_relation_elder = $CHARACTER$ has_relation_disciple = $CHARACTER$ AND = { has_employed_any_court_position = yes any_court_position_holder = { this = $CHARACTER$ } } } } is_of_major_interest_trigger = { NOT = { this = $CHARACTER$ } OR = { is_heir_of = $CHARACTER$ is_diarch_of_target = $CHARACTER$ AND = { exists = $CHARACTER$.liege this = $CHARACTER$.liege } is_consort_of = $CHARACTER$ is_councillor_of = $CHARACTER$ #They are the head of our faith AND = { exists = $CHARACTER$.faith.religious_head this = $CHARACTER$.faith.religious_head } trigger_if = { limit = { exists = liege exists = $CHARACTER$.liege } is_powerful_vassal = yes liege = $CHARACTER$.liege } trigger_if = { limit = { top_liege = this } any_neighboring_top_liege_realm_owner = { this = $CHARACTER$ } } #House Head trigger_if = { limit = { exists = $CHARACTER$.house.house_head } this = $CHARACTER$.house.house_head } is_child_of = $CHARACTER$ # Activity Intents trigger_if = { limit = { exists = involved_activity exists = intent_target } intent_target = $CHARACTER$ } } } is_of_minor_interest_trigger = { NOT = { this = $CHARACTER$ } OR = { betrothed ?= $CHARACTER$ has_relation_lover = $CHARACTER$ has_relation_rival = $CHARACTER$ has_relation_friend = $CHARACTER$ has_relation_guardian = $CHARACTER$ has_relation_ward = $CHARACTER$ has_relation_elder = $CHARACTER$ has_relation_disciple = $CHARACTER$ AND = { $CHARACTER$ = { target_is_liege_or_above = prev } NOT = { this = $CHARACTER$.liege } } is_close_or_extended_family_of = $CHARACTER$ } } is_of_major_or_minor_interest_trigger = { OR = { is_of_major_interest_trigger = { CHARACTER = $CHARACTER$ } is_of_minor_interest_trigger = { CHARACTER = $CHARACTER$ } } } has_important_relationship_trigger = { OR = { has_relation_lover = $CHARACTER$ has_relation_rival = $CHARACTER$ has_relation_friend = $CHARACTER$ } } has_friendly_relationship_trigger = { OR = { has_relation_lover = $CHARACTER$ has_relation_friend = $CHARACTER$ } } has_no_real_status_trigger = { OR = { is_lowborn = yes AND = { dynasty ?= { any_dynasty_member = { count <= 2 } } } highest_held_title_tier <= tier_barony } NOR = { any_close_or_extended_family_member = { highest_held_title_tier > tier_barony } dynasty.dynasty_prestige_level >= 2 } is_clergy = no is_theocratic_lessee = no is_claimant = no } has_no_particular_noble_roots_trigger = { custom_tooltip = { text = has_no_particular_noble_roots_trigger OR = { is_lowborn = yes dynasty ?= { any_dynasty_member = { count <= 2 } } highest_held_title_tier <= tier_barony government_has_flag = government_is_herder } NOR = { AND = { highest_held_title_tier > tier_barony NOT = { government_has_flag = government_is_herder } } any_close_or_extended_family_member = { highest_held_title_tier > tier_barony NOT = { government_has_flag = government_is_herder } } AND = { exists = dynasty dynasty.dynasty_prestige_level >= 2 } } } } ################################### # Root argument versions ################################### is_of_major_interest_to_root_trigger = { is_of_major_interest_trigger = { CHARACTER = root } } is_of_minor_interest_to_root_trigger = { is_of_minor_interest_trigger = { CHARACTER = root } } ############### # Character Lists ############### #Support trigger major_interest_player_heir_trigger = { exists = player_heir NOT = { player_heir = { is_in_list = $LISTNAME$ } } } #Support trigger major_interest_liege_trigger = { exists = liege NOR = { this = this.liege liege = { is_in_list = $LISTNAME$ } } } #Support trigger major_interest_realm_priest_trigger = { faith = { has_doctrine = doctrine_theocracy_temporal } exists = cp:councillor_court_chaplain NOT = { cp:councillor_court_chaplain = { is_in_list = $LISTNAME$ } } } #Support trigger major_interest_primary_spouse_trigger = { exists = primary_spouse NOT = { primary_spouse = { is_in_list = $LISTNAME$ } } } #Support trigger major_interest_potential_heirs_trigger = { player_heir_position = { target = $CHARACTER$ value <= 5 } NOT = { is_in_list = $LISTNAME$ } } #Makes a list of every character of major interest #Parameters: # CHARACTER - the character who the list will be for # LISTNAME - the name of the list get_characters_of_major_interest_trigger = { save_temporary_scope_as = major_root # 1 - Player heir trigger_if = { limit = { major_interest_player_heir_trigger = { LISTNAME = $LISTNAME$ } } player_heir = { add_to_temporary_list = $LISTNAME$ } } # 2 - Liege trigger_if = { limit = { major_interest_liege_trigger = { LISTNAME = $LISTNAME$ } } liege = { add_to_temporary_list = $LISTNAME$ } } # 3 - Realm Priest trigger_if = { limit = { major_interest_realm_priest_trigger = { LISTNAME = $LISTNAME$ } } cp:councillor_court_chaplain = { add_to_temporary_list = $LISTNAME$ } } # 4 - Primary Spouse trigger_if = { limit = { major_interest_primary_spouse_trigger = { LISTNAME = $LISTNAME$ } } primary_spouse = { add_to_temporary_list = $LISTNAME$ } } # 5 - Spymaster & # 11 - Other councillors any_normal_councillor = { NOT = { is_in_list = $LISTNAME$ } count = all add_to_temporary_list = $LISTNAME$ } # 6 - Powerful vassals any_powerful_vassal = { NOT = { is_in_list = $LISTNAME$ } count = all add_to_temporary_list = $LISTNAME$ } # 7 - Religious head (Excluded because they're highly context-specific) # 8 - Potential heirs (Player only) trigger_if = { limit = { is_ai = no } trigger_if = { limit = { exists = dynasty } dynasty = { any_dynasty_member = { major_interest_potential_heirs_trigger = { LISTNAME = $LISTNAME$ CHARACTER = scope:major_root } count = all add_to_temporary_list = $LISTNAME$ } } } # 9 - Allies (Player only, Enemies are only relevant for content about wars) any_ally = { NOT = { is_in_list = $LISTNAME$ } count = all add_to_temporary_list = $LISTNAME$ } } # 10 - Neighboring rulers (not included in this list, hard to gauge relevance) } #Support trigger minor_interest_concubines_secondary_spouses_trigger = { trigger_if = { limit = { exists = $CHARACTER$.primary_spouse } NOT = { this = $CHARACTER$.primary_spouse } } NOT = { is_in_list = $LISTNAME$ } } #Support trigger minor_interest_high_tier_vassal_trigger = { is_powerful_vassal = no #Already included in major # highest_held_title_tier >= { # value = liege.highest_held_title_tier # subtract = 2 # min = 2 #Must be at least a count # } NOT = { is_in_list = $LISTNAME$ } } minor_interest_close_relatives_trigger = { NOR = { #Blocking the most common overlap with high prio AND = { is_cousin_of = $CHARACTER$ NOT = { is_close_family_of = $CHARACTER$ } #Because... incest. Sigh. } major_interest_potential_heirs_trigger = { CHARACTER = $CHARACTER$ LISTNAME = $LISTNAME$ } trigger_if = { limit = { exists = $CHARACTER$.player_heir } this = $CHARACTER$.player_heir } is_in_list = $LISTNAME$ } } #Support trigger minor_interest_betrothed_trigger = { betrothed ?= { NOT = { is_in_list = $LISTNAME$ } } } #Support trigger minor_interest_skilled_courtiers_trigger = { OR = { diplomacy > high_skill_rating martial > high_skill_rating stewardship > high_skill_rating intrigue > high_skill_rating learning > high_skill_rating prowess > high_skill_rating } average_skill_rating >= average_of_all_skills_and_prowess NOT = { is_in_list = $LISTNAME$ } } #Support trigger minor_interest_liege_or_above_trigger = { NOR = { this = $CHARACTER$.liege is_in_list = $LISTNAME$ } } #Makes a list of every character of minor interest #Parameters: # LISTNAME - the name of the list get_characters_of_minor_interest_trigger = { save_temporary_scope_as = minor_root # 1 - Concubines & secondary spouses any_consort = { minor_interest_concubines_secondary_spouses_trigger = { CHARACTER = scope:minor_root LISTNAME = $LISTNAME$ } count = all add_to_temporary_list = $LISTNAME$ } # 2 - Direct vassals of high tier any_vassal = { minor_interest_high_tier_vassal_trigger = { LISTNAME = $LISTNAME$ } count = all add_to_temporary_list = $LISTNAME$ } # 3 - Betrothed trigger_if = { limit = { minor_interest_betrothed_trigger = { LISTNAME = $LISTNAME$ } } betrothed = { add_to_temporary_list = $LISTNAME$ } } # 4 - Lovers any_relation = { type = lover NOT = { is_in_list = $LISTNAME$ } count = all add_to_temporary_list = $LISTNAME$ } # 5 - Rivals (excluded as they're typically only used in specific contexts) # 6 - Close relatives any_close_or_extended_family_member = { minor_interest_close_relatives_trigger = { CHARACTER = scope:minor_root LISTNAME = $LISTNAME$ } count = all add_to_temporary_list = $LISTNAME$ } trigger_if = { #Below is just for players limit = { is_ai = no } # 7 - Guardian any_relation = { type = guardian NOT = { is_in_list = $LISTNAME$ } count = all add_to_temporary_list = $LISTNAME$ } # 8 - Ward any_relation = { type = ward NOT = { is_in_list = $LISTNAME$ } count = all add_to_temporary_list = $LISTNAME$ } # 9 - Friends any_relation = { type = friend NOT = { is_in_list = $LISTNAME$ } count = all add_to_temporary_list = $LISTNAME$ } # 10 - Knights any_knight = { NOT = { is_in_list = $LISTNAME$ } count = all add_to_temporary_list = $LISTNAME$ } # 11 - Highly skilled courtiers (players only) trigger_if = { limit = { is_ai = no } any_courtier = { minor_interest_skilled_courtiers_trigger = { LISTNAME = $LISTNAME$ } count = all add_to_temporary_list = $LISTNAME$ } } any_liege_or_above = { minor_interest_liege_or_above_trigger = { CHARACTER = scope:minor_root LISTNAME = $LISTNAME$ } count = all add_to_temporary_list = $LISTNAME$ } } } #Makes a list of all characters of interest #Parameters: # CHARACTER - the character the list is for # LISTNAME - the name of the list get_characters_of_interest_trigger = { get_characters_of_major_interest_trigger = { LISTNAME = $LISTNAME$ } get_characters_of_minor_interest_trigger = { LISTNAME = $LISTNAME$ } } ################ # Potential Enemies ################ #Makes a list of characters who are classified as potential enemies #Parameters # CHARACTER - The character whose enemies are being found # LISTNAME - The name of the list get_potential_enemies_effect = { $CHARACTER$ = { trigger_if = { limit = { any_vassal = { always = yes } } any_vassal = { count = all add_to_temporary_list = temp_$LISTNAME$ } } trigger_if = { limit = { any_relation = { type = rival always = yes } } any_relation = { type = rival count = all add_to_temporary_list = temp_$LISTNAME$ } } trigger_if = { limit = { top_liege != this } liege = { add_to_temporary_list = temp_$LISTNAME$ } } trigger_if = { limit = { top_liege = this any_neighboring_top_liege_realm_owner = { always = yes } } any_neighboring_top_liege_realm_owner = { count = all add_to_temporary_list = temp_$LISTNAME$ } } #Potential Heirs that do not like you #A Religious Head that dislikes you and you are powerful enough any_in_list = { count = all trigger_if = { limit = { NOT = { is_in_list = $LISTNAME$ } OR = { #Vassal enemies AND = { is_vassal_of = $CHARACTER$ is_powerful = yes opinion = { target = $CHARACTER$ value <= 0 } } #Rivals has_relation_rival = $CHARACTER$ #Lieges AND = { $CHARACTER$ = { top_liege != this } this = $CHARACTER$.liege opinion = { target = $CHARACTER$ value <= 0 } } #Neighboring independent rulers AND = { any_neighboring_top_liege_realm_owner = { this = $CHARACTER$ } NOT = { is_allied_to = $CHARACTER$ } OR = { opinion = { target = $CHARACTER$ value <= 20 } AND = { opinion = { target = $CHARACTER$ value <= 50 } has_any_cb_on = $CHARACTER$ } } } } } add_to_temporary_list = $LISTNAME$ } } } } has_RelationToMe_relation = { save_temporary_scope_as = relation_check NOT = { this = $CHARACTER$ } # Don't print our relation to ourselves! OR = { is_close_or_extended_family_of = $CHARACTER$ any_spouse = { even_if_dead = yes this = $CHARACTER$ } any_spouse = { even_if_dead = yes this = $CHARACTER$ is_concubine = yes } $CHARACTER$ = { player_heir ?= scope:relation_check } is_heir_of = $CHARACTER$ has_relation_rival = $CHARACTER$ has_relation_lover = $CHARACTER$ has_relation_friend = $CHARACTER$ has_relation_bully = $CHARACTER$ has_relation_victim = $CHARACTER$ is_councillor_of = $CHARACTER$ any_spouse = { any_child = { this = $CHARACTER$ } } any_parent = { any_spouse = { this = $CHARACTER$ } } any_parent = { any_spouse = { any_child = { this = $CHARACTER$ } } } liege ?= $CHARACTER$ this = { is_tributary_of = $CHARACTER$ } any_courtier = { this = $CHARACTER$ } any_vassal_or_below = { this = $CHARACTER$ } AND = { top_liege != this $CHARACTER$ = { top_liege != this } liege = $CHARACTER$.liege } has_relation_crush = $CHARACTER$ has_relation_ward = $CHARACTER$ has_relation_guardian = $CHARACTER$ has_relation_mentor = $CHARACTER$ has_relation_student = $CHARACTER$ has_relation_elder = $CHARACTER$ has_relation_disciple = $CHARACTER$ AND = { has_employed_any_court_position = yes any_court_position_holder = { this = $CHARACTER$ } } $CHARACTER$ = { is_sibling_in_law_of_root_trigger = yes } AND = { exists = dynasty $CHARACTER$ = { exists = dynasty } dynasty = $CHARACTER$.dynasty } $CHARACTER$ = { any_owned_story = { type = story_peasant_affair var:peasant_character = { this = root } } } $CHARACTER$ = { is_courtier_of = scope:relation_check OR = { AND = { inspiration ?= { inspiration_sponsor = { this = scope:relation_check } } } AND = { exists = var:created_artifact_for var:created_artifact_for = scope:relation_check } } } $CHARACTER$ = { any_scheme = { scheme_is_character_agent = root } } is_imprisoned_by = $CHARACTER$ $CHARACTER$ = { is_imprisoned_by = scope:relation_check } host ?= $CHARACTER$ $CHARACTER$ = { host ?= scope:relation_check } is_knight_of = $CHARACTER$ AND = { is_female = yes any_spouse = { is_child_of = root } } AND = { is_male = yes any_spouse = { is_child_of = root } } } }